The Duelist
- csperkins1970
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The Duelist
THE DUELIST (Dexterity)
For as long as personal combat has been going on, there have been specialists who would sell their prowess at it. Some have sold their services as mercenaries; this article has nothing to do with them. Mercenaries tend to be group-minded and barely proficient at arms; their place is to fill out a troop of soldiers. Repeated and frequent success in one-on-one combat requires something that a mere soldier is not up to providing. The specialists in personal combat became not mercenaries, but duelists.
And so evolved a distinct kind of profession. In Roman times, there were the gladiators, who made their way up from ignominy to international honor through their individual skill alone; in Renaissance times, there were the fencing instructors, who taught young rakes how to duel (and live to brag about it) the way that other specialists taught them how to dance or take snuff; and in all times, there have been the hired swords (hired guns in the Old West), who have wandered about, fighting for glory, or money, or for lack of a better calling in life. The duelist character class for the C&C system represents this type of expert, one who makes his living by selling his skill in individual combat.
Typically, the duelist is of common birth. Serfs are given no opportunity to learn to bear arms, and nobles who take up arms as a profession tend to become cavaliers or paladins. Sometimes, as with the Roman gladiators, duelists are of the lower class, though they might have wound up that way not by accident of birth but by running afoul of the law. Sometimes they are of the lesser nobility, younger sons of younger sons, with no inheritance to give them status and no mind to be soldiers. Sometimes they are merely disaffected types, loners or even outcasts, whose only claim to fame is their reputation with their blade.
This way of describing a duelist goes far to explain the alignment preferences of the class. The duelist has little use for law as an ethical principle, whether the law involved is good, bad, or neutral. Besides the fact that their profession is often illegal (though they are sometimes used by the protectors of the law), duelists also shy away from lawfulness because of their general outlook on life: They see things in individual terms (me against you), not in group terms (us against them). To be sure, most duelists are scrupulous about fulfilling contracts, but this is not a lawful-minded tendency so much as a matter of professional (by definition, individual) honor. Besides, an unreliable duelist gets no contracts.
Duelists, you see, have something of a code to live by, albeit a highly individualistic code. Professional skill is exalted rather than the obligation to do justice: if the duelists conscience sometimes accuses him of being a mere assassin, he tells himself he is just doing his job (and doing it well, by thunder!). Professional pride is a more important consideration than fair play. A duelist, like a knight, does not take undue advantage of an opponent, but a knight does this to be fair, while a duelist does it lest his reputation be besmirched.
The duelist is a loner, which means his worth is not measured by his attainments as a member of a warrior class, but by his individual achievements.
LEVEL PROGRESSION
As per the fighter class
Prime Attribute: Dexterity
Hit Dice: d10
Alignment: Any (non-lawful tendencies)
Weapons: Any
Armor: Leather, leather coat or padded armor and bucklers
Abilities: Combat sense, fast movement, extra parry, signature weapon, weapon finesse, identify magical properties
Combat Sense: A duelist has an uncanny sense for the presence of foes when in a threatening environment. This reduces the effectiveness of sneak attacks against duelists. Attacks from the flank receive no bonus to hit against a duelist, though a duelist still may not use their shield to defend against such attackers, and any bonuses for attacks against a surprised or unaware duelist are halved. For example, a thief may use the back attack ability against an unaware duelist, but with only a +2 bonus to hit, instead of +4. Likewise a thief may use the sneak attack ability against a surprised duelist, but with only a +1 bonus to hit, instead of +2.
At 7th level, the duelist gains improved combat sense and can no longer be sneak attacked when surprised. At 14th level the duelist gets greater combat sense and is no longer vulnerable to sneak or back attacks under any circumstances.
Fast Movement: The duelists Movement Rate is 10' faster than is usual for a member of his race so long as he is wearing permitted armor types and carrying no more than a light load.
Improved Parry: The duelists training, quick reflexes and lack of encumbering armor allow him to more effectively parry blows. At levels 1-7, a duelist who uses the Evade Combat Manuever gains a +6 bonus to armor class. At levels 8-15 this bonus increases to +8 and, at level 16 and beyond, to +10.
Signature Weapon: At 1st level, a duelist chooses a melee weapon as his signature weapon. The bonus gained with this weapon depends upon the type of weapon chosen.
A light signature weapon (a melee weapon that deals 1d6 or less damage and weighing 4 lbs or less) used by a duelist grants the user a +1 bonus their attack and initiative rolls when using that weapon. When fighting with two-weapons, the initiative bonus is lost unless the off-hand weapon is also a signature weapon with an initiative bonus (in which case the higher bonus is used).
All other 1-handed signature weapons, and most 2-handed weapons, grant their user a +1 bonus to their attack or initiative rolls when using them (the user must decide which bonus to take when choosing their signature weapon). When fighting with two-weapons, the initiative bonus is lost unless the off-hand weapon is also a signature weapon with an initiative bonus (in which case the higher bonus is used).
In the case of polearms with reach (the ability to strike foes up to 10 away), their use as a signature weapon allows their user to use them in close quarters as quarterstaffs, as well as reach weapons.
At 6th level, 12th level and 18th level, a duelist may choose another signature weapon. Whenever a new weapon is chosen, the bonuses with each previous weapon increase by one (a character who previously had a polearm as a signature weapon would gain a +1 bonus to attack or initiative rolls with that weapon).
Example:
At 1st level human duelist gains a +1 to attack rolls with longsword attacks. At 6th level the duelist chooses the dagger as his second signature weapon. At this point he receives either a +2 bonus to his attack rolls or a +1 to both attack and initiative rolls with his longsword and a +1 to both attack and initiative rolls with his dagger.
At 12th level the duelist chooses the longspear as his third signature weapon, allowing him to use that weapon as a quarterstaff in close combat, while his overall bonuses with the longsword would increase by +1 (he could add this bonus to his attack or initiative rolls) and his dagger bonuses to attack and initiative rolls would increase to +2.
Weapon Finesse: A duelist may add his dexterity bonus in place of his strength bonus to attack rolls when attacking with his signature weapon, so long as he is following the armor and shield restrictions of the class and no more than lightly encumbered. In addition, the duelist gains a +4 bonus to all disarm checks when using a signature weapon.
Identify Magical Properties: At 10th level and above, a duelist has a 5% chance per level of identifying the magical properties of signature weapons he acquires. He need only handle the weapon and drill with it for 1 turn in order to discern its properties and abilities. A cursed weapon so identified may be discarded by the duelist, though it still remains a cursed item.
Followers for High-Level Duelists: At 10th level and above, the duelist has the option of establishing a school. Such an establishment must be located in a large town or city, and must have adequate supplies and sufficient space for the exercises and activities that will go on there. Employment of a weaponsmith is mandatory for such an establishment. The duelist will then attract 5d6 students to his school.
Each student generates a monthly profit of 30 gold pieces for the duelist. A duelist can handle up to 30 students at a time, but if he goes out adventuring for more than 3 days in any month, his students will suffer from his absence, because their training will have been interrupted for too long. A master who deprives their students of their proper training will quickly lose those students and have their reputation suffer.
Duelists, unlike fighters, acquire no followers upon reaching 10th level, even if they establish a school.
Starting Funds: Duelists begin play with 30-240 gold pieces (3d8) with which to purchase their initial equipment.
For as long as personal combat has been going on, there have been specialists who would sell their prowess at it. Some have sold their services as mercenaries; this article has nothing to do with them. Mercenaries tend to be group-minded and barely proficient at arms; their place is to fill out a troop of soldiers. Repeated and frequent success in one-on-one combat requires something that a mere soldier is not up to providing. The specialists in personal combat became not mercenaries, but duelists.
And so evolved a distinct kind of profession. In Roman times, there were the gladiators, who made their way up from ignominy to international honor through their individual skill alone; in Renaissance times, there were the fencing instructors, who taught young rakes how to duel (and live to brag about it) the way that other specialists taught them how to dance or take snuff; and in all times, there have been the hired swords (hired guns in the Old West), who have wandered about, fighting for glory, or money, or for lack of a better calling in life. The duelist character class for the C&C system represents this type of expert, one who makes his living by selling his skill in individual combat.
Typically, the duelist is of common birth. Serfs are given no opportunity to learn to bear arms, and nobles who take up arms as a profession tend to become cavaliers or paladins. Sometimes, as with the Roman gladiators, duelists are of the lower class, though they might have wound up that way not by accident of birth but by running afoul of the law. Sometimes they are of the lesser nobility, younger sons of younger sons, with no inheritance to give them status and no mind to be soldiers. Sometimes they are merely disaffected types, loners or even outcasts, whose only claim to fame is their reputation with their blade.
This way of describing a duelist goes far to explain the alignment preferences of the class. The duelist has little use for law as an ethical principle, whether the law involved is good, bad, or neutral. Besides the fact that their profession is often illegal (though they are sometimes used by the protectors of the law), duelists also shy away from lawfulness because of their general outlook on life: They see things in individual terms (me against you), not in group terms (us against them). To be sure, most duelists are scrupulous about fulfilling contracts, but this is not a lawful-minded tendency so much as a matter of professional (by definition, individual) honor. Besides, an unreliable duelist gets no contracts.
Duelists, you see, have something of a code to live by, albeit a highly individualistic code. Professional skill is exalted rather than the obligation to do justice: if the duelists conscience sometimes accuses him of being a mere assassin, he tells himself he is just doing his job (and doing it well, by thunder!). Professional pride is a more important consideration than fair play. A duelist, like a knight, does not take undue advantage of an opponent, but a knight does this to be fair, while a duelist does it lest his reputation be besmirched.
The duelist is a loner, which means his worth is not measured by his attainments as a member of a warrior class, but by his individual achievements.
LEVEL PROGRESSION
As per the fighter class
Prime Attribute: Dexterity
Hit Dice: d10
Alignment: Any (non-lawful tendencies)
Weapons: Any
Armor: Leather, leather coat or padded armor and bucklers
Abilities: Combat sense, fast movement, extra parry, signature weapon, weapon finesse, identify magical properties
Combat Sense: A duelist has an uncanny sense for the presence of foes when in a threatening environment. This reduces the effectiveness of sneak attacks against duelists. Attacks from the flank receive no bonus to hit against a duelist, though a duelist still may not use their shield to defend against such attackers, and any bonuses for attacks against a surprised or unaware duelist are halved. For example, a thief may use the back attack ability against an unaware duelist, but with only a +2 bonus to hit, instead of +4. Likewise a thief may use the sneak attack ability against a surprised duelist, but with only a +1 bonus to hit, instead of +2.
At 7th level, the duelist gains improved combat sense and can no longer be sneak attacked when surprised. At 14th level the duelist gets greater combat sense and is no longer vulnerable to sneak or back attacks under any circumstances.
Fast Movement: The duelists Movement Rate is 10' faster than is usual for a member of his race so long as he is wearing permitted armor types and carrying no more than a light load.
Improved Parry: The duelists training, quick reflexes and lack of encumbering armor allow him to more effectively parry blows. At levels 1-7, a duelist who uses the Evade Combat Manuever gains a +6 bonus to armor class. At levels 8-15 this bonus increases to +8 and, at level 16 and beyond, to +10.
Signature Weapon: At 1st level, a duelist chooses a melee weapon as his signature weapon. The bonus gained with this weapon depends upon the type of weapon chosen.
A light signature weapon (a melee weapon that deals 1d6 or less damage and weighing 4 lbs or less) used by a duelist grants the user a +1 bonus their attack and initiative rolls when using that weapon. When fighting with two-weapons, the initiative bonus is lost unless the off-hand weapon is also a signature weapon with an initiative bonus (in which case the higher bonus is used).
All other 1-handed signature weapons, and most 2-handed weapons, grant their user a +1 bonus to their attack or initiative rolls when using them (the user must decide which bonus to take when choosing their signature weapon). When fighting with two-weapons, the initiative bonus is lost unless the off-hand weapon is also a signature weapon with an initiative bonus (in which case the higher bonus is used).
In the case of polearms with reach (the ability to strike foes up to 10 away), their use as a signature weapon allows their user to use them in close quarters as quarterstaffs, as well as reach weapons.
At 6th level, 12th level and 18th level, a duelist may choose another signature weapon. Whenever a new weapon is chosen, the bonuses with each previous weapon increase by one (a character who previously had a polearm as a signature weapon would gain a +1 bonus to attack or initiative rolls with that weapon).
Example:
At 1st level human duelist gains a +1 to attack rolls with longsword attacks. At 6th level the duelist chooses the dagger as his second signature weapon. At this point he receives either a +2 bonus to his attack rolls or a +1 to both attack and initiative rolls with his longsword and a +1 to both attack and initiative rolls with his dagger.
At 12th level the duelist chooses the longspear as his third signature weapon, allowing him to use that weapon as a quarterstaff in close combat, while his overall bonuses with the longsword would increase by +1 (he could add this bonus to his attack or initiative rolls) and his dagger bonuses to attack and initiative rolls would increase to +2.
Weapon Finesse: A duelist may add his dexterity bonus in place of his strength bonus to attack rolls when attacking with his signature weapon, so long as he is following the armor and shield restrictions of the class and no more than lightly encumbered. In addition, the duelist gains a +4 bonus to all disarm checks when using a signature weapon.
Identify Magical Properties: At 10th level and above, a duelist has a 5% chance per level of identifying the magical properties of signature weapons he acquires. He need only handle the weapon and drill with it for 1 turn in order to discern its properties and abilities. A cursed weapon so identified may be discarded by the duelist, though it still remains a cursed item.
Followers for High-Level Duelists: At 10th level and above, the duelist has the option of establishing a school. Such an establishment must be located in a large town or city, and must have adequate supplies and sufficient space for the exercises and activities that will go on there. Employment of a weaponsmith is mandatory for such an establishment. The duelist will then attract 5d6 students to his school.
Each student generates a monthly profit of 30 gold pieces for the duelist. A duelist can handle up to 30 students at a time, but if he goes out adventuring for more than 3 days in any month, his students will suffer from his absence, because their training will have been interrupted for too long. A master who deprives their students of their proper training will quickly lose those students and have their reputation suffer.
Duelists, unlike fighters, acquire no followers upon reaching 10th level, even if they establish a school.
Starting Funds: Duelists begin play with 30-240 gold pieces (3d8) with which to purchase their initial equipment.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
Did you use an old Dragon mag as inspiration for this? That reminds me, I used to love the old Bounty hunter. I hope I still have it.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- csperkins1970
- Ulthal
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Treebore wrote:
Did you use an old Dragon mag as inspiration for this? That reminds me, I used to love the old Bounty hunter. I hope I still have it.
Yep... the flavor text is taken (and very slightly adapted) from that article's. In order to make the class as versatile as the flavor text implies the class should be (it could cover kensai, swashbucklers, martial artists, iajitsu masters and other lightly armored warriors) I tried to make the class abilities open-ended in terms of what weapons could used as signature weapons.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
I thought it "felt" familiar, but with the way my memory is...
Hopefully I still have my Best of Dragons, I believe that had the Bounty Hunter, Jester, maybe even the Duelist. I'll see if I'm able to find them.
Hopefully I still have my Best of Dragons, I believe that had the Bounty Hunter, Jester, maybe even the Duelist. I'll see if I'm able to find them.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
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I like the old Dragon NPC and PC classes but think most are unnecessary in C&C due to less restricted multi-classing and dual classing rules (actually the rules for both aren't even official rules as of yet... so there's total flexibility in those rules at this point).
The Bounty Hunter could easily be a multiclassed Ranger/Fighter, Ranger/Rogue, Ranger/Assassin, Fighter/Assassin or Fighter/Rogue.
The Jester would be a variant of the roguish bard (see the thread that has my write-up for a roguish bard for more) or could be a multiclassed Illusionist/Rogue or something like that (in my humble opinion).
The Bounty Hunter could easily be a multiclassed Ranger/Fighter, Ranger/Rogue, Ranger/Assassin, Fighter/Assassin or Fighter/Rogue.
The Jester would be a variant of the roguish bard (see the thread that has my write-up for a roguish bard for more) or could be a multiclassed Illusionist/Rogue or something like that (in my humble opinion).
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
Nice write-up for the duelist. Like it a lot!
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
I like the write up - I definitely believe that C&C could use a good dex-based fighter like this.
I might tweak it so that you could either add the signiture weapon bonus to damage rolls (I imagine most duellists will have a high dex and take advantage enough of the weapon finesse ability) or leave the bonuses as is and add a second attack for the class, as I would imagine a duellist making a flurry of attacks with a light weapon as opposed to mighty blows.
Just my take.
_________________
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Moorcrys
I might tweak it so that you could either add the signiture weapon bonus to damage rolls (I imagine most duellists will have a high dex and take advantage enough of the weapon finesse ability) or leave the bonuses as is and add a second attack for the class, as I would imagine a duellist making a flurry of attacks with a light weapon as opposed to mighty blows.
Just my take.
_________________
----------------
Moorcrys
- csperkins1970
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Moorcrys wrote:
I like the write up - I definitely believe that C&C could use a good dex-based fighter like this.
I might tweak it so that you could either add the signiture weapon bonus to damage rolls (I imagine most duellists will have a high dex and take advantage enough of the weapon finesse ability) or leave the bonuses as is and add a second attack for the class, as I would imagine a duellist making a flurry of attacks with a light weapon as opposed to mighty blows.
Just my take.
I don't see why a damage bonus in place of an attack bonus wouldn't work. Good idea!
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
- StealthSuitStanley
- Hlobane Orc
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Great job. I have a fighter character I rolled up that is Dex based and uses two Hook Swords (a' la "Crouching Tiger, Hidden Dragon). I really like the idea, but haven't had the opportunity to really play him, yet.
I would recommend that you change the swordsmith to weaponsmith, though.
I would recommend that you change the swordsmith to weaponsmith, though.
CK of the Planewalker's Society
- csperkins1970
- Ulthal
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StealthSuitStanley wrote:
I would recommend that you change the swordsmith to weaponsmith, though.
Thanks for catching that... done!
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
[my reply is not intended to critique the new class, just my thoughts, which some may find useful, others not so much, it depends on your game]
Since I use multi/dual classing as well, I have to avoid new classes because it messes up the multi/dual classing do's and don'ts (i.e. you can't have a Fighter/Rogue unless you have STR and DEX prime... else everyone would just take Dex Based Fighter/Rogue and take the Prime of their choice. I like the limits that the Primes impose). Some may like the idea of a Dex based fighter, I did at first too, but it breaks my game a little.
I also like the idea of a fighter being STR Prime even though you may have a DEX type fighter. Remember, Prime stats are there to represent training. All fighters should have a STR Prime (it took a while for me to convince myself of this), but it makes sense. Even the agile fighter who wears light armor and wields two weapons (I won't mention any dark skinned heroes) would still have a STR Prime - since this is something that is trained, even though the person may not be very strong. It just doesn't have to be a high stat, that's what Primes are about. The same goes for a Ranger when a player asks about using DEX prime - Rangers don't train their dexterity, they train their strength, they are warriors first, not rogues first. But that's just what I tell my players.
It's mostly for game balance for me due to the multi/dual classing like I said. I'd rather see a player be a Monk/Rogue, or Fighter/Assassin etc.
[continue new class critiquing!]
Since I use multi/dual classing as well, I have to avoid new classes because it messes up the multi/dual classing do's and don'ts (i.e. you can't have a Fighter/Rogue unless you have STR and DEX prime... else everyone would just take Dex Based Fighter/Rogue and take the Prime of their choice. I like the limits that the Primes impose). Some may like the idea of a Dex based fighter, I did at first too, but it breaks my game a little.
I also like the idea of a fighter being STR Prime even though you may have a DEX type fighter. Remember, Prime stats are there to represent training. All fighters should have a STR Prime (it took a while for me to convince myself of this), but it makes sense. Even the agile fighter who wears light armor and wields two weapons (I won't mention any dark skinned heroes) would still have a STR Prime - since this is something that is trained, even though the person may not be very strong. It just doesn't have to be a high stat, that's what Primes are about. The same goes for a Ranger when a player asks about using DEX prime - Rangers don't train their dexterity, they train their strength, they are warriors first, not rogues first. But that's just what I tell my players.
It's mostly for game balance for me due to the multi/dual classing like I said. I'd rather see a player be a Monk/Rogue, or Fighter/Assassin etc.
[continue new class critiquing!]
Re: phadeout
vogless wrote:
Hey, phadeout, have you actually tried the class? I'm thinking of using it and would like to hear where the issues came in. You make a good point about the multiclass limitations.
It's really only the Multi-Class problem (and/or Dual-Class if allowed)
Myself and another good friend of mine come from a long background of 1e and 2e (and 3e). Making up our old multi-class characters means a lot. But I find that Prime attributes are too important to have too many classes. Else things break down again with Multi-Classing (A-la 3.5, I'm a warrior, but I have like 3 classes). The Primes really help balance Multi-Classing as an option, rather than something everyone takes (this is debatable, but I'm going off my experience from my group).
I also like the idea that C&C doesn't need more classes. If you want to be an Archer, you can be a Fighter with STR/DEX Prime and an Elf with bow bonus and bow specialization. Or a Ranger. Or even a Fighter/Thief or Fighter/Assassin for the more sneaky/deadly Archer. It just works for us and keeps the mess of new classes away. It also helps people to get over the 3.5 syndrome of "I need an ability to backup the fact that I am able to do X with Y". And I'm glad C&C get's away from that.
You could not allowing multi-classing, and if you do, then maybe the Archer is a very good option. But since we like the old school feel, Multi-Classing isn't going to die. All of our old favorite characters from the early 90's were multi-classed. And I still have the character sheets!
The same goes for Dual-Classing (though I've found all the Dual-Classing systems are broken, but I think I found a couple fixes.. mostly they are broken at High Level, but that's a different topic).
I'd also like to point out, that in the 2E days I had a Wood Elf (FR campaign) "Archer" that was just a straight Fighter. He was better than the hand-to-hand fighters by far because of his extra attacks that a bow allowed. C&C doesn't have that rule, but if you added it in, I'd be careful. A high Strength Composite Bow combined with a High Dex in the hands of a Specialized Elf with 2/attacks per round at 1st Level = NASTY. If he had a special class to enhance him farther... There would have been a riot!
Sum Up:
If you're not Multi-Classing, new classes or changing the Primes on classes, is fine. Else, it breaks down quickly.
Re: Thanks
vogless wrote:
Thanks phade. You've given me a bunch to think about.
Another reason why I think it works ok for me to see an Archer as just a Fighter is because I modified the Combat Dominance ability to work with ranged weapons as well (incase the Fighter was a Ranged based fighter, like an Archer!).
My version is basically just the Cleave feat (though I'm still thinking it over... I may just up the Combat Dominance hit dice over time), but either way, if you make it work with ranged weapons, it makes the Figher more appealing to Archer types.
There are missing options.
Trap (Prevent opponent from attacking further)
Sacrifice (take hit to get into better position for own strike)
Block (different than a parry - uses a shield)
Taunt (outrage opponent to make a mistake)
And so on and so forth...
I'm not sure I like the mechanics, either, as it implies rogues are nearly unassailable -- all they have to do is keep parrying, since Dex is auto-Prime and they level much quicker than anyone else.
Trap (Prevent opponent from attacking further)
Sacrifice (take hit to get into better position for own strike)
Block (different than a parry - uses a shield)
Taunt (outrage opponent to make a mistake)
And so on and so forth...
I'm not sure I like the mechanics, either, as it implies rogues are nearly unassailable -- all they have to do is keep parrying, since Dex is auto-Prime and they level much quicker than anyone else.
Hm, very true. Then again, I've always taken Inigo Montoya and the Dread Pirate Roberts as rogues. Of course, this would need some heavy playtesting to work, but you can't win a duel by parrying all the time. If an opponent kept opening with a parry, I suppose one could Feint first (hopefully causing him to fail and lose his second action), and then follow it up with a Strike or Thrust.
I was actually thinking of fitting in appel somewhere (where you stomp your foot to distract the other swordsman), but I figured it was too complicated.
I was actually thinking of fitting in appel somewhere (where you stomp your foot to distract the other swordsman), but I figured it was too complicated.